spine-runtimes/spine-cocos2dx/2/src/spine/SkeletonRenderer.h
2016-02-16 23:06:23 +01:00

113 lines
4.6 KiB
C++

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
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#ifndef SPINE_SKELETONRENDERER_H_
#define SPINE_SKELETONRENDERER_H_
#include <spine/spine.h>
#include "cocos2d.h"
namespace spine {
class PolygonBatch;
/** Draws a skeleton. */
class SkeletonRenderer: public cocos2d::CCNodeRGBA, public cocos2d::CCBlendProtocol {
public:
spSkeleton* skeleton;
spBone* rootBone;
float timeScale;
bool debugSlots;
bool debugBones;
bool premultipliedAlpha;
static SkeletonRenderer* createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
static SkeletonRenderer* createWithFile (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
static SkeletonRenderer* createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
SkeletonRenderer (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
SkeletonRenderer (const char* skeletonDataFile, spAtlas* atlas, float scale = 0);
SkeletonRenderer (const char* skeletonDataFile, const char* atlasFile, float scale = 0);
virtual ~SkeletonRenderer ();
virtual void update (float deltaTime);
virtual void draw ();
virtual cocos2d::CCRect boundingBox ();
// --- Convenience methods for common Skeleton_* functions.
void updateWorldTransform ();
void setToSetupPose ();
void setBonesToSetupPose ();
void setSlotsToSetupPose ();
/* Returns 0 if the bone was not found. */
spBone* findBone (const char* boneName) const;
/* Returns 0 if the slot was not found. */
spSlot* findSlot (const char* slotName) const;
/* Sets the skin used to look up attachments not found in the SkeletonData defaultSkin. Attachments from the new skin are
* attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode
* attachment is attached from the new skin. Returns false if the skin was not found.
* @param skin May be 0.*/
bool setSkin (const char* skinName);
/* Returns 0 if the slot or attachment was not found. */
spAttachment* getAttachment (const char* slotName, const char* attachmentName) const;
/* Returns false if the slot or attachment was not found. */
bool setAttachment (const char* slotName, const char* attachmentName);
// --- BlendProtocol
CC_PROPERTY(cocos2d::ccBlendFunc, blendFunc, BlendFunc);
virtual void setOpacityModifyRGB (bool value);
virtual bool isOpacityModifyRGB ();
protected:
SkeletonRenderer ();
void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);
virtual cocos2d::CCTexture2D* getTexture (spRegionAttachment* attachment) const;
virtual cocos2d::CCTexture2D* getTexture (spMeshAttachment* attachment) const;
virtual cocos2d::CCTexture2D* getTexture (spWeightedMeshAttachment* attachment) const;
private:
bool ownsSkeletonData;
spAtlas* atlas;
PolygonBatch* batch;
float* worldVertices;
void initialize ();
};
}
#endif /* SPINE_SKELETONRENDERER_H_ */